;
; ------------------------------------------------------------
;
;   PureBasic - Sprite example file
;
;    (c) 2002 - Fantaisie Software
;
; ------------------------------------------------------------
;

If InitSprite() = 0 Or InitKeyboard() = 0
  MessageRequester("Error", "Can't open DirectX 7 Or later", 0)
  End
EndIf

If InitSprite3D() = 0
  MessageRequester("Error", "Direct3D system can't be initialized correctly", 0)
  End
EndIf

;
; Now, open a 640*480 - 16 bits (65000 colours) screen
;

If OpenScreen(640, 480, 16, "Sprite")

  ; Load our 16 bit sprite (which is a 24 bit picture in fact, as BMP doesn't support 16 bit format)
  ; 
  LoadSprite(0, "Data\Geebee2.bmp", #PB_Sprite_Texture)
  CreateSprite3D(0, 0)
  CreateSprite3D(1, 0)
  CreateSprite3D(2, 0)
  
  Sprite3DQuality(1)
  
  TransparentSpriteColor(0, RGB(255, 0, 255)) ; Our pink is transparent :)

  Repeat
    
    ; Inverse the buffers (the back become the front (visible)... And we can do the rendering on the back)
    
    FlipBuffers()
    
    ClearScreen(RGB(0,50,128))
    
    ; Draw our sprite
    ;
    If Start3D()
      DisplaySprite3D(0, 0, 30)
      DisplaySprite3D(0, x+100, 100, x)
      DisplaySprite3D(0, x*2, 100, x)

      ; Zoom..
      ;
      ZoomSprite3D(1, x, x)
      RotateSprite3D(1, x, 0)
      DisplaySprite3D  (1, 0, 100, x/2)
      DisplaySprite3D  (1, x*2, 100, x)
      DisplaySprite3D  (1, 0, 100, x/2)
      DisplaySprite3D  (1, x*2, 200+x, x)
      
      Stop3D()
    EndIf
    
    ExamineKeyboard()
    
    x+1
  Until x > 500 Or KeyboardPushed(#PB_Key_Escape)
  
Else
  MessageRequester("Error", "Can't open a 640*480 - 16 bit screen !", 0)
EndIf

End   